In this paper, we consider the impacts of game addons on conventional notions of game-based expertise in World of Warcraft, through the analysis of 37 travelogues - a data collection tool designed for use in MMOG research. We adopt a multi-faceted definition of gaming expertise as described by Taylor, Jenson, De Castell and Humphrey [33] and we apply their categorization of expertise modalities to the addons named by our study participants. We find that the most commonly understood expressions of expertise in games (time investment and skill) are less represented in the addons reported by our participants.

Additional Metadata
Keywords expertise, human computer interaction, knowledge production, massively multiplayer online games, research methods, technological tools, virtual worlds
Persistent URL dx.doi.org/10.1145/2212776.2212788
Conference 30th ACM Conference on Human Factors in Computing Systems, CHI 2012
Citation
McArthur, V, Peyton, T. (Tamara), Jenson, J. (Jennifer), Taylor, N. (Nicholas), & De Castell, S. (Suzanne). (2012). Knowing, not doing: Modalities of gameplay expertise in World of Warcraft addons. In Conference on Human Factors in Computing Systems - Proceedings (pp. 101–110). doi:10.1145/2212776.2212788